;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows internal structure of same name.
^Allows Adeptus Aleph to build fortresses.
^Allows Adeptus Aleph to build airbases.
^Allows Adeptus Aleph to build railroads.
^Allows Adeptus Aleph to improve farmland.
^Increases the effect of temples.
^Increases the effect of a House of Pain.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free advance for first group to discover.
^Decreases the effect of a Hall of Shadows.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores Fortifications.
^Can carry friendly air units.
^Can appear out of nowhere.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only groups run by Robot Duplicates can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Grand Lodge
@PEDIAIMPROVE1
Eliminates corruption and waste in this sanctum,
and decreases it in all nearby lodges.

@;Training Hall
@PEDIAIMPROVE2
Lodge produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Hideous Idol
@PEDIAIMPROVE3
Only half of the food store is depleted when
lodge increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented followers are made content.

@;Moneylender
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Secret Tribunal
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes this group more resistant
to bribery by traitors and spies. Under the Secret
Masters, one content citizen becomes happy.

@;Fortification
@PEDIAIMPROVE8
Units in lair are tripled on defense versus ground attacks.

@;Catacombs
@PEDIAIMPROVE9
Allows lodge to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Moneylender).

@;Hall of Shadows
@PEDIAIMPROVE11
Makes four unhappy followers content (Three after Communism).

@;Accademy
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Toxic Waste Dump
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;House of Pain
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Secret Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Tesla Accumulator
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;Elder Sign
@PEDIAIMPROVE17
Protects everything within three spaces from Azathoth.

@;Infernal Portrait
@PEDIAIMPROVE18
Absorbs your corruption of nature.

@;Activated Node
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Cosmic Power
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Unsavory Rites.

@;Unsavory Rites
@PEDIAIMPROVE21
Increases manufactuing output by 50%%.  Cleaner
than Power Plant (same as Cosmic Power), but
be warned, Unsavory Rites can get out of hand...

@;Slush Fund
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Tree of Life
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Worker's Paradise
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Secret Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;Song of Yuggoth
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Deep One Colony
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Undersea Colony
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Secret Airfield
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Brainwashing Center
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Black Monad
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Standing Stones
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Colossus of Crime
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
Triremes can move across oceans w/o danger, and all other
types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples.

@;Terrible Secret
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Secrets of the Orient
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;International Banking
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Dark Messiah
@PEDIAIMPROVE49
Counts as a Hall of Shadows in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Temple of Dagon
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Newton's Lost Treatise
@PEDIAIMPROVE55
Doubles science output of city.

@;Gnomes of Zurich
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Voyage to Beyond
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows you to choose any method of organizing your
conspiracy, even if the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every organization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Pact With Satan
@PEDIAIMPROVE61
Provides Cosmic Power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Brainwashing Center in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Tower of Yog-Sothoth
@PEDIAIMPROVE62
Allows the Forbidden Name to be spoken.

@;Mind Control Sattelite
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  .

@;Moonbase Z
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy conspirator in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The way you choose to run your conspiracy will affect the way
resources are distributed, the rate at which your followers can
produce and sustain new units and improvements, and the extent
to which your disciples have a say in the way you govern them.
^
Some kinds of organizations, such as Fiendish Cults, and
later conspracies run by Mind Control Implants or Robot 
Duplicates, allow you to expand rapidly, to produce and
sustain large numbers of military units, and to control your 
affairs completely.
^
Organizations run by Secret Masters and Cabals, on the other hand,
give their disciples the freedom to produce vast amounts of trade,
which increases their wealth and knowledge rapidly. On the other
hand, a Supreme Kabal may try to interfere in your conduct of 
foreign affairs.
^
To change your organization's internal structure, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a way of running things 
as the lack of any stable government. Anarchy occurs when your
internal structure falls apart, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your leadership.
^
Anarchy is similar to running your group as your own personal
following, except that the corruption rate is VERY HIGH. 
However, no taxes are collected during a period of Anarchy,
and no scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Personal Following
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Adeptus Aleph eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
a "Crackdown", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
If you would like to run your organization by sheer personal
force, be prepared to accept a high rate of waste and corruption
The level of corruption in a particular lodge is based on its
distance from your capital.
^
^SPECIAL
As your personal following, your organization may not set its 
science/tax/luxury rates higher than 60%%.  ALSO, ANY SQUARE 
WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE 
(FOOD, SHIELDS, TRADE) PRODUCES ONE LESS.
^
^HINTS
It is difficult to run a large conspiracy as the personal 
instrument of your will.  Try to make a Fiendish Cult of 
your organization as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Fiendish Cult
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Adeptus Aleph eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"the New Cruelty", converting an unhappy disciple into 
a content disciple.
^
^CORRUPTION AND WASTE
Fiendish Cults entail a MODERATE rate of corruption and waste.
The level of corruption in a particular lodge is based on its
distance from your headquarters.
^
^SPECIAL
In a Fiendish Cult, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Fiendish Cults are an excellent way to run a young
organization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Mind Control
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Adeptus Aleph eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"thought crime patrols", converting *TWO* unhappy citizens
into content citizens (so a total of SIX unhappy citizens
can be suppressed).
^
^CORRUPTION AND WASTE
When their minds are controlled, everyone does what they
are told.  There is, therefore, no corruption.
^
^SPECIAL
All Adeptus Mentum units begin as veterans.  Under Mind Control,
none of the science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Mind Control is best for large, far-flung empires which need
to maintain a large military.  Use your powerful psychic agents
to steal technology from your poor unhappy rivals.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Robot Doubles
Can support up to TEN units for free; additional
units cost one shield each.  Adeptus Aleph eat one
food per turn.  ONLY organizations run by Robot 
Duplicates may produce Android units.
^
^HAPPINESS
Once they have been replaced by Robot Duplicates, 
NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Conspiracies run by Robot Duplicates have a LOW rate of corruption.
However, while robots may be determined and methodical, they lack
originality and spontanaeity. All SCIENCE is HALVED under the reign 
of the Robot Duplicates.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.) produce "tithes"
equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Iscari and Spies are reduced.
When Robot Duplicates run your organization, none of the 
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Replacing your followers with Robot Duplicates eliminates all
happiness problems and provides excellent revenue.  Scientific
research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Cabal
^UNIT SUPPORT
Each unit costs one shield per turn.  Adeptus Aleph eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in friendly
territory (or a fortress within 3 spaces of a friendly lodge)
causes one citizen in its home base to become unhappy.
^
^CORRUPTION AND WASTE
Cabals have a LOW rate of corruption and waste.  The
level of corruption in a particular lodge is based on its
distance from your headquarters.
^
^SPECIAL
Under a Cabal, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Cabal can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Secret Masters
^UNIT SUPPORT
Each unit costs one shield per turn.  Adeptus Aleph eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in friendly teritory (or a fortress
within 3 spaces of a friendly city) causes TWO disciples 
in its home base to become unhappy.
^
^CORRUPTION AND WASTE
Decentralized Conspiracies experience NO corruption or waste.
^
^SPECIAL
Under the Secret Masters, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The minions of the Secret Masters do not know who or what they
serve, or often that they serve at all. Therefore they are immune 
to BRIBERY of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Decentralized Conspiracies can produce spectacular amounts
of revenue and scientific research.  However, because of 
the severe happiness restrictions on military units, this 
method of control tends to be viable only for large, advanced
organizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!




















